AW with newbies is WAY easier than introducing any other RPG. Period. I have yet to meet someone who picks up a playbook and goes "what is this I don't even". Anyone who has ever filled out a multiple-choice-bubble test in middle school can fill out an AW playbook, and the color first philosophy means all the moves do what they sound like they do. Any time a player asks "what's X?" I say, "well, what do you *think* X is?" And they usually give me the right answer, or enough of an answer that I can relate it to an appropriate one.
What you *should* do with new folks, though, is give everybody a hard copy of the Moves playbook. Even yourself. Bring an extra one in case somebody misplaces it. Also make an extra copy of each playbook for yourself so you can refer to theirs without having to walk over, lean over their shoulder, and that sort of thing. Must go faster. MUST GO FASTER!
The questions that new players ask usually run along the lines of "how do I do X?" or "I don't know what to do here! Help!" AW provides a ready list of moves, but remind them that it's the MC's job to help translate what they want to do into what move is the best way to do that, and that usually falls in line pretty easy.
Finally, make sure you know *exactly* how Hx works. Tell the newbies that Hx stands for History right off the bat, because it's the one thing they'll never figure out on their own. If you have never run AW before, run a quick practice round: Make up characters with no details beyond a name and a playbook, then establish Hx for each in turn, then figure out who has the highest Hx with each PC so you know who highlights whom. The playbook instructions differ from the book's instructions; if you're confused about them, your players will be even more so. Hx and highlighting were the biggest barriers to my first team of newbies, both the initial establishment and the end-of-session Hx adjustments.
Let us know how it works! Let us know what doesn't work!